The other thread about favorite mechanics is great, so let’s also do the opposite: what are some of your most hated mechanics?

  • Rentlar@beehaw.org
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    1 year ago

    Pay 2 win and excessive abuse of FOMO.

    E.g. for the next two weeks you can purchase/grind for [character] with a LIMITED EDITION green hat!

    It would be OK if such thing was behind an achievement and allowed to be gained later.

    Some companies have gotten a little sneaky with it, like Microsoft with age of empires. They make their newly released DLC civs overpowered for two months then nerf it every time.

  • KickMeElmo@beehaw.org
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    1 year ago

    Game timers. I want to screw around on my time. The more time-based a game becomes, the less I enjoy it.

    • Synthclair@beehaw.org
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      1 year ago

      Yes! I remember that I could not really enjoy fallout 1 because of the 150 in-game days time limit to get the water chip…

    • nlm@beehaw.org
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      1 year ago

      This!

      There’s not much else in gaming that makes my blood boil as much as being rushed… especially in single player games. I’m usually playing to relax so please don’t stress me out.

  • BeardedSingleMalt@beehaw.org
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    1 year ago

    Radiant quests. You can never complete the game because of this, the quests are generic and repetitive and offer nothing but “stretch the playtime”.

    That and mechanics like “rando dragon attacks in Skyrim” and “City is under attack” from Fallout 4. I quit F4 because I was on my way to a mission and got the "city under attack notification, and on my way to defend another city was under attack.

    • isosphere@beehaw.org
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      1 year ago

      To yes-and this: procedural content in general. No Man’s Sky is a snore-fest for me, big, empty, meaningless. Missions in Elite Dangerous and X4 are similarly pretty boring, though the former is more fun the first time around. There has to feel like there’s some world-affecting point to what you’re doing. IMO

      • AngularAloe@beehaw.org
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        1 year ago

        I found the procedurally-produced planets in No Man’s Sky to be stunningly beautiful. Then I would walk around on them and the similar-but-not-quite look of every part of the landscape would slowly drive me INSANE.

      • SugarApplePie@beehaw.org
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        1 year ago

        I started playing No Man’s Sky recently and it looks like they added a mode that’s more ‘streamlined’. Dunno if it’s still procedurally generated, though.

    • winterstillness@beehaw.org
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      1 year ago

      Pretty much a lot of procedural “content”. I guarantee big publishers will capitalize on all of this AI to replace writers with generated stories/quests/etc. No idea what to make of this.

      • BastingChemina@beehaw.org
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        1 year ago

        I would disagree, some of my favorite games are procedurally generated.

        Factorio, RimWorld or valheim for example.

        • winterstillness@beehaw.org
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          1 year ago

          Oh totally. I didn’t mean to imply “all procedural content = bad”. Terraria comes to mind and is one of my favorite game of all time. The “world” is procedural when created, but there are “key” areas/objectives that don’t change. I’m thinking more along the lines of Fallout 4’s “radiant” junk that big publishers salivate over because mountains of endless+cheap content = ($o$)

  • Vulcaria_Tors@beehaw.org
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    1 year ago

    Unrepairable weapons are the worst thing. There’s nothing worse than finding a super cool, rare weapon and being paranoid about it breaking.

    • winterstillness@beehaw.org
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      1 year ago

      That’s one of the big things that bothered my in Breath of the Wild. I wanted to go to this cool looking location and find something neat, but I knew that I’ll either get a weapon that breaks in 5 hits, a seed, or an orb. Really deflated my sense of exploration when I realized this was the gameplay loop.

      • FourEyesWatching@lemmy.world
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        1 year ago

        Exactly! It triggers my hoarding response and I find myself keeping all the weapons because something harder might be around the next corner. I end up with only using boko clubs for half the game…

      • Vulcaria_Tors@beehaw.org
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        1 year ago

        It was definitely a pain in the ass. That was the first game I thought of. Second was dying light. Nothing like get swamped by a hoard and all your equipped weapons break.

  • SanguinePar@lemmy.world
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    1 year ago

    Less of an issue nowadays but unclimbable knee-high walls which force you to go round. Always drove me crazy!

    • Katana314@lemmy.world
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      1 year ago

      Fatal Frame 4 release has the most agonizing form of this.

      There’s a hallway you’ve been down before, but at one point a ghost blocks it with a wheelchair. A WHEELchair.

    • UntouchedWagons@lemmy.ca
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      1 year ago

      Fallout 3 and NV had loads of this crap. A door is busted to hell and somehow locked but you need a key to unlock it. A stiff breeze will destroy the rest of the door.

  • hungry-kin@lemmy.world
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    1 year ago

    Escort quests. Stealth sections in games that aren’t built around stealth would be close second.

    • Witch@beehaw.org
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      1 year ago

      Genshin Impact occasionally has little stealth missions where you have to sneak by guards.

      Pain.

  • ax28@beehaw.org
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    1 year ago

    The new Gollum game was very impressive in the way it managed to implement so many of the mechanics in this thread

    • Seraph089@sh.itjust.works
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      1 year ago

      That game took one of my most hated mechanics (binary moral choices), came up with a concept for it I could have actually loved (the personas arguing), then botched the execution so badly that it felt even worse than a normal morality system. Impressive is certainly the word for Gollum, just not in the way the devs hoped.

  • Baphlew@beehaw.org
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    1 year ago

    Sadly, the whole “rogue” genre if that counts as a mechanic. I don’t enjoy replaying everything over and over again in different ways in a system where its designed one should fail eventually, so you must lose to continue. It sounds great on paper but hell it really sucks. Also, turn based stuff.

    • Sentrovasi@kbin.social
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      1 year ago

      I think you’re describihg “Rogue-lites”, which are games where you can maintain some permanent progression even after you lose. “Rogue-likes”, which are games that are like the game Rogue, are games where when you lose you just go back to the start with no progression at all, so you need to complete the game altogether.

      The permanent progression rewards are meant to be a kind of crutch, which is where the “lite” comes from.

      Why I’m making this distinction is that the original rogue-likes don’t expect you to fail at all - or rather, they do, but there’s no expectation of needing to fail to progress.

      • Baphlew@beehaw.org
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        1 year ago

        That’s an important distinction for sure, thanks for adding that. Roguelites looks so fun and I wish I could enjoy them but after awhile it just feels like a timewaste. But that’s just me of course. I wonder if I would enjoy roguelikes more, not sure if I’ve tried one or not? What are some examples of roguelikes today? I tried searching Steam but for some reason games use both the tags roguelike and roguelite.

        • Lojcs@lemm.ee
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          1 year ago

          Risk of rain 2 is almost a pure roguelike. The only thing that you can increase from run to run are lunar coins that can be used in a run to buy lunar items with tradeoffs. But other than adding extra variety to the game you don’t need to use lunar items at all, winning depends on skill and partially drop rng.

          I’ve not beaten it yet but Noita seems to be a pure roguelike.

    • BigJimKen@lemmy.ml
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      1 year ago

      I like it until I get pretty good at the game. At that point the runs start taking too long to complete and it’s no longer fun. I know this is pretty controversial but I especially hate it in games like Hades where you progress, come up against something new, fail until you learn the mechanic, and then have to get through all the previous bullshit before you can apply what you learned.

    • Mars@beehaw.org
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      1 year ago

      I understand the sentiment, but in some way I think you are missing the point. Let me try to explain the appeal.

      When you play, for example, Diablo you spend the time with the game making your build. You also play the story and see the bosses but your focus gameplay wise is your build.

      Yo go for that skill. You farm that weapon. Yo optimize your buffs and load out.

      And when you are done, after 20 or 30 hours… the game becomes extremely easy. Playing your fully builder character has no challenge. And building another is a 20 hour time investment.

      So you get into PVP. Or into boss rushes where yo can get marginal improvements. You repeat a very small amount of end game content for months.

      Enter the “rogue” mechanics.

      The play unit is no longer “the character”, now it is “the run”

      You build a full character each run. You make meaningful decisions to make the most of your build with what the game is offering.

      If a run goes badly you are 30 min or less away from getting were you were. If you win you can play again for a completely different experience.

      You have no complete control about your build, so you can’t really on the same strategy and gameplay for the whole game. You have to engage with every system.

      And your reward for playing is choice (more options to better controls your play style) and knowledge (to better use what the game throws at you)

      And it’s true you repeat the initial part of the game a lot. But in Diablo (keeping with my previous example) you repeat the endgame. The only diferente is that one is front loaded and the other is back loaded. And initial areas USUALLY have more work put into them in both cases.

      Also remember that there are a spectrum between Isaac likes and Hades likes. There are games were chance has lots of importance and a good build in the hands of a bad player can steamroll the game, where in others a bad build in the hands of a great player is viable.

    • Katana314@lemmy.world
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      1 year ago

      Definitely. Crypt of the Necrodancer probably has really cool locales and enemies in it. I don’t know, because most of my sessions were locked to the first few worlds where any mistake minimizes your time in future worlds.

  • Seungyeon@beehaw.org
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    1 year ago

    Perhaps not specifically a mechanic, per se, but save points. I want to be able to save whenever, wherever. I don’t always have time to make it to the next save point before I need to stop playing.

    • Fubarberry@lemmy.fmhy.ml
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      1 year ago

      Honestly it’s games lacking save points that has made devices like the Steam Deck so nice for gaming. Being able to have a dedicated gaming device that I can put to sleep whenever without reaching a save point is fantastic.

  • Manticore@beehaw.org
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    1 year ago

    Anything using timers, especially based on the clock. It just artificially adds playtime, and it also means I forget about them and lose track of what I was doing most the time, too.

      • Alkalyon@lemmy.ml
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        1 year ago

        I can say that the only timed content I enjoyed was in WoW and it was the Challenge Modes.

        Both because you could try it multiple times and because the reward was an actual prestigious and awesome reward.

        I can’t think of another game with a timed run mechanic that offered anything close to that.

        • mananevergone@beehaw.org
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          1 year ago

          My only contention for good timed content in video games would be examples similar to the beginning of Metroid Prime. “The whole planet is gonna explode and you need to leave RIGHT NOW!!” type of deal. It’s essentially the same as putting a timer on a task, in fact that game does show you a timer with how long you still have until the place explodes, except it doesn’t feel like a fakey cop out

    • troye888
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      1 year ago

      Currently playing through “unsighted”. It is a really nice metroidvania game, however everyone (even you) is dying and only has a certain time left. For now i am really enjoying the novelty, but I hope no game copies this. It does really stress me out. knowing that i have to go and upgrade my weapons now because the blacksmith npc s dying in 4 in game hours(like 10 minutes irl). Or quietly exploring the beautiful world just to get a pop up showing that the (nice elderly) consumables vendor is about to die. Like I said it is quite novel, but does have me not play the game often due to knowing wath wil come. I’d say try it out if you feel like stressing a bit :).

    • teruma@beehaw.org
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      1 year ago

      Yep, soon as the calendar came up in P5 I quit. Same with FE3H. I did eventually go back to P5 and followed a single playthrough walkthrough, but it far overstayed its welcome.

  • sunaurus@lemm.eeOP
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    1 year ago

    For me, the absolute worst is when the game effectively punishes you for not constantly menu diving to change your equipment.

    Some random examples:

    Disco Elysium - your clothes have a MASSIVE effect on some specific stats which influence dialogues. In order to get the best outcomes, you have to change your clothes before an interaction with another character.

    Ghost of Tsushima - you get separate armor sets for different activities, which is not too bad, except one of the sets is for exploration. So every time you switch between combat and riding your horse, if you don’t switch your armor sets, then it feels that the game is punishing you.

    I love both of those games, but really really hate that mechanic.

    • simple@kbin.social
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      1 year ago

      If you hate menu diving then Tears of the Kingdom will actually make you go insane. I’m constantly swapping armor and scrolling up and down to find specific items.

      • BigJimKen@lemmy.ml
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        1 year ago

        For a game that has borderline genius baked into almost every system it presents, the UX of the menus is bafflingly shite.

      • rivingtondown@beehaw.org
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        1 year ago

        That’s funny, I actually think TotK is great in this regard.

        The DPad Up quick inventory menu is awesome and the sorting options are exactly what I’d want (most used, attack power, type, and zonai).

        Having quick swappable equipment sets would be nice but so many games lack that feature that I don’t even think about it. In TotK it also seems unnecessary unless you’re into min-max. Like, I just need one piece of fire immune clothing to go into Death Mountain, I don’t need to wear an entire set and if I was really lazy I could pop an elixir from the quick select menu instead.

        Cooking is annoying though. It’s such a fun animation and satisfying outcome but the laborious hold and drop mechanics get tedious when you’re cooking in bulk.

      • Drew@sopuli.xyz
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        1 year ago

        Oh my god yes, couldn’t someone have come up with a better way to do this over the 6 years of development time? I keep itching for full text search at the very least.

  • Silvia@lemmy.world
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    1 year ago

    Quick-time events but SPECIFICALLY the ones that give you way too little time to react. Like, I never mind them too much, especially the ones in the Yakuza series, but I remember there was this game on the Wii called Indiana Jones and the Staff of Kings that would throw these inputs WAYY too fast at you.

    • Ghostalmedia@beehaw.org
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      1 year ago

      The end of Atomic Heart is an absurdly fast QTE. I played that whole game, and basically had to give up at 99.99% complete simply because I wasn’t fast enough.

    • Pigeon@beehaw.org
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      1 year ago

      I like them sometimes, but there should ALWAYS be a way to turn them off, for people who don’t have fast reflexes or have problems with their hands, etc.

  • tebicat@sh.itjust.works
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    1 year ago

    non-renewable consumable items.

    using consumables is hard enough, but you’re telling me there’s a finite number of these? forget it.

    only exception is rougelikes.

    • Lojcs@lemm.ee
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      1 year ago

      Yep. I never use consumables. Unless the game really pushes you to use them they feel like cheating.

      • Alkalyon@lemmy.ml
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        1 year ago

        they feel like cheating.

        Or worthless. This item increases your dmg for 10 seconds.

        Dude, 1 second is the animation alone and after consuming it, I need to use 3 skills to snapshot the dmg increase so effectively I have 4-5 seconds of actual usage.

        Consumables are horrible as a system in general.

  • peanuts4life@beehaw.org
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    1 year ago

    Obligate stamina bars/circles for traversal. Just allow me to move at the speed of fun, and definitely don’t make me stand still to recharge when climbing.

    I think it’s telling that death stranding, a game all about traversal, let’s you sprint outright for as long as you want until well after your character’s shoes literally fall off. The stamina bar is more a measure of abuse rather than a limit on your movement.

    • Pigeon@beehaw.org
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      1 year ago

      I like stamina bars in many circumstances, but I’ve decided I hate them specifically in life sim games like Stardew Valley, My Time at Portia, and similar - at least unless there’s an easy and fun way to re-fill them. I won’t write them off entirely, I think it can be done well, but in practice in these games they often serve no purpose but to frustrate you.

      • peanuts4life@beehaw.org
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        1 year ago

        Good point! How is “my time?” I’ve been thinking of getting it to play with my gf. We really like dinkum.

  • e l f @lemmy.world
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    1 year ago

    Any sort of intense micromanagement of units, resources, etc. I’ve got like 16kb RAM in my brain. I can barely remember what I ate today lol.

    Also, invisible walls that make absolutely no sense. Maybe just all invisible walls, really.

    • sijt@lemmy.world
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      1 year ago

      Having played a bit of Zelda recently, micromanaging weapons. Oh, I’ve got this metal broad sword and I’ve used it to to stab an unarmored fleshy bad guy and oh it’s broken after three stabs.

      I get that weapon degradation is a real thing that happens, as they become blunt or potentially fragile, but Zelda BOTW and TOTK take it way too far to the point of it being a real chore. I thought they’d fix it after all the BOTW complaints but TOTK is just as bad.

      • neo_is_the_one@beehaw.org
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        1 year ago

        Honestly, I think thats just a love it or hate it thing that I can totally see why it isnt for everyone and I dont blame you, but I personally love it and would hate to see it reduced/taken away. Once I leaned into it it really encourages me to explore and I enjoy the new fuse system enough that I like when a weapon breaks because Im excited to make a new one

        • Pigeon@beehaw.org
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          1 year ago

          I’m actually getting impatient when a weapon lasts too long, because I want it to break already so I can use something new and interesting without feeling like I’m wasting it. :P

          I think part of it is having enough weapon slots that I’m choosing different weapons in different contexts, and so they all subjectively feel like they’re lasting longer than they did at the start of the game (even accounting for regular vs sturdy weapons).

          Also making more use of shield fusions lately, and consumables on arrows, which again results in using the weapons less.

          I keep kinda wishing I could fuse things to my bows though lol, even though I can use so many different consumables with the arrows already.

          • neo_is_the_one@beehaw.org
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            1 year ago

            Yeah! I just learned that fusing elemental items to shields adds elemental shockwaves when you block, and it really made me think more about my shield fusions

    • Pigeon@beehaw.org
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      1 year ago

      You’ve made me suddenly realize how rare invisible walls have gotten in my gaming life.

      The closest I’ve come recently are “barriers” that are clearly just, like, a small pile of trash that could be easily walked over, but even that is rarer than it used to be.

    • Grenfur
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      1 year ago

      I like some micromanagement. If it’s tinkering with gear or stats then I’m down. Working out how to squeeze out that little extra bit of damage or efficiency is great. However, if you have to actively micromanage units or resources during combat, then its a pass for me. I feel like micromanagement should be an addendum to the core gameplay loop, not it’s focus.

      • Pigeon@beehaw.org
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        1 year ago

        I really like the early access game Against the Storm, because it’s got micromanagement, but it’s also a bit of a roguelike so that no one run ever gets big enough to get too bogged down. It’s got the feel of the fun early part of a Civ game, but almost all the time, and with fun variations.